MSoundContext
From MaratisWiki
virtual MSoundContext::~MSoundContext(void)
virtual void MSoundContext::initContext(void)=0
virtual void MSoundContext::createBuffer(unsigned int *bufferId)=0
virtual void MSoundContext::deleteBuffer(unsigned int *bufferId)=0
virtual void MSoundContext::sendBufferSound(unsigned int bufferId, MSound *sound)=0
virtual void MSoundContext::sendBufferData(unsigned int bufferId, M_SOUND_FORMAT format, void *data, unsigned int size, unsigned int freq)=0
virtual float MSoundContext::getBufferDuration(unsigned int bufferId)=0
virtual void MSoundContext::createSource(unsigned int *sourceId, unsigned int bufferId)=0
virtual void MSoundContext::deleteSource(unsigned int *sourceId)=0
virtual void MSoundContext::enableSourceLoop(unsigned int sourceId)=0
virtual void MSoundContext::disableSourceLoop(unsigned int sourceId)=0
virtual void MSoundContext::setSourceRelative(unsigned int sourceId, bool relative)=0
virtual void MSoundContext::setSourceBufferId(unsigned int sourceId, unsigned int bufferId)=0
virtual void MSoundContext::setSourcePosition(unsigned int sourceId, const MVector3 &position)=0
virtual void MSoundContext::setSourceRadius(unsigned int sourceId, float radius)=0
virtual void MSoundContext::setSourcePitch(unsigned int sourceId, float pitch)=0
virtual void MSoundContext::setSourceGain(unsigned int sourceId, float gain)=0
virtual void MSoundContext::setSourceRolloff(unsigned int sourceId, float rolloff)=0
virtual void MSoundContext::setSourceOffset(unsigned int sourceId, float offset)=0
virtual float MSoundContext::getSourceOffset(unsigned int sourceId)=0
virtual void MSoundContext::playSource(unsigned int sourceId)=0
virtual void MSoundContext::pauseSource(unsigned int sourceId)=0
virtual void MSoundContext::stopSource(unsigned int sourceId)=0
virtual bool MSoundContext::isSourcePaused(unsigned int sourceId)=0
virtual bool MSoundContext::isSourcePlaying(unsigned int sourceId)=0
virtual float MSoundContext::getSourceTimePos(unsigned int sourceId)=0
virtual void MSoundContext::queueSourceBuffer(unsigned int sourceId, unsigned int *buffers, unsigned int bufferSize)=0
virtual void MSoundContext::unqueueSourceBuffer(unsigned int sourceId, unsigned int *buffers, unsigned int bufferSize)=0
virtual unsigned int MSoundContext::getSourceBuffersQueued(unsigned int sourceId)=0
virtual unsigned int MSoundContext::getSourceBuffersProcessed(unsigned int sourceId)=0
virtual void MSoundContext::updateListenerPosition(const MVector3 &position, const MVector3 &direction, const MVector3 &up)=0